I think that half-orc chaotic evil barbarians, especially with Ascension, are better than kensai
I've played both, and I honestly feel the Half-Orc Kensai takes this one in a route.
Defense? Definitely Barbarian. D12, Rage immunities, and physical resistance puts the Barbarian on par with, or at least pretty close to, the Dwarven Defender. His only downside here is that he can't wear plate.
Offense? Not even close. I would bet anything that a level 20+ Half-Orc Kensai would chunk to bits a level 20+ Half-Orc Barbarian, and do it in no time flat.
Kiting with the +2 movement speed, the Barb would win. But that would literally be the Barbarian's only hope.
When people mention power, naturally I think the best way to settle that is to determine which would win in a duel. And my opinion is that a Half-Orc Kensai would destroy any Barbarian, and that the fight would be so obviously lopsided.
Edit: I do agree with what he said in his edit - the Barbarian is the more well rounded character.
Normally I am very reserved when making statements on this board because I don't have the experience that some of you have, but I have played both these classes quite a bit, and couldn't even finish my Kensai runthrough because he was just too powerful that it wasn't even fun. I got quite a ways into the saga with the Barbarian and his power was in his kiting potential and defense. And it's his kiting ability that would be his only hope against the Kensai because he would be destroyed in quick order.
Unless I'm mistaken, Grandmastery was good in the beginning, was nerfed to the point that it wasn't worth it, and now it's good again. I'm sure there are some charts somewhere that illustrate this.
I believe the bonuses for GM in vanilla BG1 were +3 to hit, +5 damage, +3/2 APR. But it wasn't actually possible to achieve GM in BG1, at least not without modding the XP cap. In BG2 it got nerfed to +2 to hit, +3 to damage, +1/2 APR. Now in the EEs it gives +3 to hit, +5 damage, +1 APR. There are also some speed factor bonuses, but I don't remember what they are.
Edit: actually, in vanilla BG2, GM granted +4 to damage. The in-game description is wrong.
I believe the bonuses for GM in vanilla BG1 were +3 to hit, +5 damage, +3/2 APR. But it wasn't actually possible to achieve GM in BG1, at least not without modding the XP cap. In BG2 it got nerfed to +2 to hit, +3 to damage, +1/2 APR. Now in the EEs it gives +3 to hit, +5 damage, +1 APR. There are also some speed factor bonuses, but I don't remember what they are.
With ++++ you get -1 bonus to speed factor. With +++++ you get -3 bonus to speed factor.
Would you consider it cheating to spam fireballs at bosses/mini-bosses hidden beyond the fog, quicksaving after every hit (to make sure they didn't save for half), and then go trigger the conversation and quickly deal the death blow?
Would you consider it cheating to spam fireballs at bosses/mini-bosses hidden beyond the fog, quicksaving after every hit (to make sure they didn't save for half), and then go trigger the conversation and quickly deal the death blow?
Would you consider it cheating to spam fireballs at bosses/mini-bosses hidden beyond the fog, quicksaving after every hit (to make sure they didn't save for half), and then go trigger the conversation and quickly deal the death blow?
How would that even be cheese at all?
I am not sure what you are asking, but the truth is that I wasn't being even remotely serious when I asked the question - I was just being goofy, that's all. :P It was something that I discovered could be done, and I thought it was funny. I mean, quicksaving and possibly quickloading after every fireball to make sure they don't save - how delightfully cheap!
Not enough or to damn long, depending on who cast what where.
I actually need to know this to. I'm pretty sure a round is 6 seconds, and a turn is a number of rounds, but once we stop using turns we use hours because fuck you, logic.
It's much more comfortable to use a level 1 wizard spell Protection from Petrification. Also, at Nashkel Carnival you can buy a green scroll with this spell that lasts for hours - enough to clear all the basilisk area.
How do dual class weapon pips work? Once you have regained your previous class, are you able to gain any level of proficiency that class could have? For instance, let's say I was a fighter who dualed to a thief. When I regain my fighter class, I decide I want to get GM in scimitars. I currently have no pips in scimitars, however. Can you put five pips into it or are you locked to the thief's one pip?
How do dual class weapon pips work? Once you have regained your previous class, are you able to gain any level of proficiency that class could have? For instance, let's say I was a fighter who dualed to a thief. When I regain my fighter class, I decide I want to get GM in scimitars. I currently have no pips in scimitars, however. Can you put five pips into it or are you locked to the thief's one pip?
In that situation you could indeed put 5 pips into scimitar. In vanilla BG1 (and IWD) you would be limited to 1 pip in the same situation.
So a dual allows you to use whatever the superior class' weapon skills are. *nods* Interesting. And very convenient. Does that apply to weapon styles as well? If that's the case then fighter is even better as a dual.
Comments
Defense? Definitely Barbarian. D12, Rage immunities, and physical resistance puts the Barbarian on par with, or at least pretty close to, the Dwarven Defender. His only downside here is that he can't wear plate.
Offense? Not even close. I would bet anything that a level 20+ Half-Orc Kensai would chunk to bits a level 20+ Half-Orc Barbarian, and do it in no time flat.
Kiting with the +2 movement speed, the Barb would win. But that would literally be the Barbarian's only hope.
Edit: I do agree with what he said in his edit - the Barbarian is the more well rounded character.
Normally I am very reserved when making statements on this board because I don't have the experience that some of you have, but I have played both these classes quite a bit, and couldn't even finish my Kensai runthrough because he was just too powerful that it wasn't even fun. I got quite a ways into the saga with the Barbarian and his power was in his kiting potential and defense. And it's his kiting ability that would be his only hope against the Kensai because he would be destroyed in quick order.
@ Sergio
Unless I'm mistaken, Grandmastery was good in the beginning, was nerfed to the point that it wasn't worth it, and now it's good again. I'm sure there are some charts somewhere that illustrate this.
Edit: actually, in vanilla BG2, GM granted +4 to damage. The in-game description is wrong.
With +++++ you get -3 bonus to speed factor.
Web,
Greater Malison,
Wand of Fire,
Wand of Fire,
Wand of Fire,
Wand of Fire
Checkmate.
Edit:
From their side of the board it must be like deleted scenes from Platoon.
I actually need to know this to. I'm pretty sure a round is 6 seconds, and a turn is a number of rounds, but once we stop using turns we use hours because fuck you, logic.
One hour is 6 turns IIRC.
In BG saga a turn is one minute and a round is 6 seconds, wich means a turn is ten rounds.
The only really useful thing here is:
when you cast protection from magical weapons, count to 24 then cast another PFMW.
It's much more comfortable to use a level 1 wizard spell Protection from Petrification. Also, at Nashkel Carnival you can buy a green scroll with this spell that lasts for hours - enough to clear all the basilisk area.